NATION

PASSWORD

An Ancient Realm [OPEN!][FanT/PT][OOC/Signups]

Where nations come together and discuss matters of varying degrees of importance. [In character]
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Elamaris
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Posts: 108
Founded: Jan 29, 2016
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An Ancient Realm [OPEN!][FanT/PT][OOC/Signups]

Postby Elamaris » Fri Jan 29, 2016 6:53 pm

There exists many realms in the universe. Some are fought over with mighty weapons of war, that hurl bolts of fire across the stars and destroy entire worlds. Some feature travelers who wander the void in search of world to call home, and others are simpler, with amazing machines that roll across the earth and towers that reach the sky.

This is just one of many realms, and far younger and yet more ancient than the others. Here, there is no one to travel the stars, only Men who till the earth, and Elves who sail the Sea, and other, nameless things that shun the light and come out only in cover of darkness to devour their prey. Here, the clash of steel rings out amid trumpet cries, and arcane magics lend aid to the skillful in times of need, and horses plow the fields of grain in peaceful lands.

This is Hiladroth.


An Ancient Realm is a persistent Fantasy Tech/Past Tech universe taking place on a fictional world, Hiladroth (name not official, I am open to suggestions for change). It will feature many nations, playing together over multiple RPs, who will lead empires and tribes of typical fantasy characters: Humans, Elves, Orcs, and the like. It is my hope that together, players can forge a unified canon in such a setting, and develop rich lore for a world that is now a mostly blank canvas.

Before we get to any Applications, there are some rules I need to lay down (you knew this was coming):
  • Rule the First: Have Fun. That is the key to success.
  • Rule the Second: I am the OP, and I am god of this universe. If things are getting out of hand, rocks fall, everybody dies.
  • Okay, maybe not everybody.
  • Rule the Third: No Godmodding. Godmodding is defined as dictating what happens to another player's character/nation without their consent.
  • Rule the Fourth: This is a FanT/PT universe. Nothing beyond the level of technology expected in A.D. 1450 Earth is allowed. Unless Magic, which I'll explain next.
  • Rule the Fifth: There is magic in this realm, but it has one hard and fast rule: It comes at the cost of the user's own life. That means any immortal being who practices magic instantly becomes mortal, with a lifespan of 1000 years. Additionally, all magic use ages the user proportionally to the magic's effects. Instant Death Spells work, but they kill the user as well, and completely healing your lover's fatal wound will cost you your life. Placing an enchantment to protect your favorite sword from rust and wear for 5 years will age you 5 years, and conjuring any item will cost you however long it would have taken to make that item normally, so conjuring up some food could cost you as little as 20 minutes of your life, and a swordsmith can conjure a sword for only a few hours, but someone who knows nothing of swordsmithing may waste a couple years of life conjuring a sword. Anything in which it is ambiguous as to how much it should cost (like hurling a fireball) should cost a reasonable amount of life, proportional to the effect (Giant Fireball: Months. Tiny flame: Minutes).


Alright, now that that's out of the way, here is a map of Hiladroth, for reference. You can choose up to 4 population centers: Castles, Ruins, and Villages (the little circle things) as your nation's territory, but there is a strict 1 Castle limit per player. If you have made a selection, please circle them in an image editor of your choice and post a link here labeled "Territory Claim". Or, just say nothing and I'll auto-assign you a place in the world.

And finally, the App:
Code: Select all
[b]Nation Name: [/b]
[b]Player Name (If different from Nation Name): [/b]
[b]Population (no greater than 200,000):[/b]
[b]Race(s) and Description: [/b]
[b]Government Style (if Applicable): [/b]
[b]Leaders: [/b]
[b]Allies (if other players agree): [/b]
[b]Enemies: [/b]
[b]Brief History: [/b]
[b]RP Examples: [list]
[*]
[*]
[*]
[/list][/b]
Do Not Remove, for finding apps:
#dwarvesforthedwarves



Official Member List:
Last edited by Elamaris on Fri Mar 11, 2016 9:49 am, edited 19 times in total.

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Elamaris
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Posts: 108
Founded: Jan 29, 2016
Ex-Nation

Postby Elamaris » Fri Jan 29, 2016 6:54 pm

Clarifications regarding Magic (to be expanded as things come up):

On Animating Objects:
1. Magic can grant sapient life to non-living things, but it requires the sacrifice of a sapient life.
2. Magic can grant non-sapient, non-magic-using life to non-living objects, at the cost of lifetime equal to the lifetime of the animated object. Summon a golem, you lose 1 day for every day it lives. Undead are the same.

On Granting Life to Others:
1. Lifetime can be transferred from a magic user to another person. This is, of course, on a 1 to 1 basis: giving someone 5 of your years takes 5 years away from you. Interestingly enough, this makes Lifetime a currency.
2. True immortality cannot be granted. An immortal can sacrifice their life for 1000 years of life on another being, but because the instant they use magic, they lose their immortality, they cannot transfer anything but the 1000 years they have left.

On Protection Against Magic
1. Elemental Sulphur resists magic. This property is lost when sulphur combines to form chemical compounds. Materials laced with the foul stuff are more susceptible to spontaneous combustion but can also dampen a magic-based attack directed at the wearer.
2. Saltpeter (Potassium Nitrate) has a similar effect. Nitre also appears to dampen magic, but to a much lower degree.
Last edited by Elamaris on Sat Feb 06, 2016 10:47 pm, edited 2 times in total.

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Elamaris
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Posts: 108
Founded: Jan 29, 2016
Ex-Nation

Postby Elamaris » Fri Jan 29, 2016 6:54 pm

National Relationships:

Covenant (Alliance):
(Unnamed Alliance):
Established World Lore:

In the past, Hiladroth suffered from a worldwide plague unleashed by a powerful group of necromancers. As the living everywhere died or turned insane, the necromancers gather a cult around them to help raise the dead via the lifeforce of the living. The living nations of the world, at last united against a common threat, waged a global war across Hiladroth to defeat both the armies of the dead and the Necromancers.

Only in the second aspect did they succeed. The necromancers were destroyed, their followers killed or scattered. The empire that had been formed from the ranks of the dead was divided.

But the strain was too much. Too many had died, and too many had fallen in battle. Ancient civilizations had fallen.

Now at last, nations are arising from the ashes, putting their cultures back together. Unfortunately, this includes what remains of the undead. Unable to continue life without the living, these undeadust either enslave mortals or form an uneasy pact... And it remains to be seen if the living will forget their sins...
Last edited by Elamaris on Fri Mar 11, 2016 9:43 am, edited 4 times in total.

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Elamaris
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Posts: 108
Founded: Jan 29, 2016
Ex-Nation

Postby Elamaris » Fri Jan 29, 2016 7:04 pm

Nation Name: Elamaris
Player Name (If different from Nation Name): Elemaris will most likely be used, but I am a puppet of Excidium Planetis
Population (no greater than 200,000): 120,000
Race(s) and Description: Elamaris is home to Elves: tall, fair humanoids with pointy ears. They are naturally immortal, but of course the magic users live long but mortal lives. While physically no stronger than humans (in fact, generally flimsier), Elves make up for their lack of natural physical strength with years of dedicated training. They are highly religious, generally compassionate, slow to action but swift in taking it, and generally those goody two-shoes nobody actually likes except when help is desperately needed.

The only other notable race is the very small collection of clockwork golems, machines granted life by the use of magic. Generally, these automatons lack true life (granting true life to a machine requires the user's own sacrifice), and are not considered citizens.

Government Style (if Applicable): Oligarchy, Meritocracy.
Leaders: TO BE DECIDED
Allies (if other players agree): N/A
Enemies: N/A
Brief History:
Elamaris, meaning "Elven Shores" in Elaviel, is in truth but a sad collection of what were once the great rulers of the Realm. The Elai were among the eldest of beings on Hiladroth, and were of old great caretakers and overseers of the world. Now, however, in part due to low birth rates among a population concerned over immortality's effects on population rates, and partly due to the rise of evil forces everywhere across the world, and forces less evil that still oppose the Elai, the race of Elves (as called in the Common Tongue of Men) have nearly perished from the world.

Elamaris is but a glimmer of hope in the decay of the great civilization. Formed out of necessity, the Blue Council rules over the collection of Elai still living in the coastlands of the East. The Wisest and Most Just of the Elai are appointed to the Blue Council, and they guide what remains of their race to continued survival and new prosperity, perhaps. Great Artificiers, Warriors, and Magicians, the Elaimari continue to serve as guardians of the Good that remains in the world, until Eaouea comes.

RP Examples:
  • Yeah Right.
  • I'm the OP.
  • Check out Excidium Planetis.

Do Not Remove, for finding apps:
#dwarvesforthedwarves
Last edited by Elamaris on Sat Jan 30, 2016 12:36 am, edited 3 times in total.

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Achaii Xaaphere
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Posts: 16
Founded: Jan 29, 2016
Ex-Nation

Postby Achaii Xaaphere » Fri Jan 29, 2016 7:48 pm

Nation Name: Achaii Xaaphere
Player Name (If different from Nation Name): This is the nation that will be used, but my main is Acheronis
Population (no greater than 200,000): 10,000
Race(s) and Description: Achaii Xaaphere (The People of Xaaphere) is primarily inhabited by the undead, corpses that have been restored to a semblance of life by magic and the spirits of long dead beings. Physical Undead, such as zombies, skeletons, and other such beings, are extraordinarily difficult to kill, are capable of fighting even after suffering wounds that would slay a mortal outright, such as decapitation. Incorporeal Undead, such as wraiths, phantoms and revenants, can pass through physical matter and can only be slain by enchanted weapons or magic, and their deaths are almost never permanent. Few Incorporeal Undead exist, and they act as the rulers of Xaaphere.

The only other peoples of note are the magic wielding Necromancers of Xaaphere, mortal beings from various races who act as the slaves of the Incorporeal Necrocrats, sacrificing their life-force for their masters. They also can also channel their magical abilities into other tasks, such as combat and the animation of constructs.

Government Style (if Applicable): Necrocracy
Leaders: Amârthanór, Supreme Lord of the Dead, and the other members of the Dark Council.
Allies (if other players agree): N/A
Enemies: N/A
Brief History: Several thousand years ago, before the rise of dead, the sorcerer Amârthanór was seen to be the greatest wielder of magic in all the lands of the world. He could craft items of great power and defeat armies with a single spell, but he knew that for every wondrous enchantment he cast his death grew ever closer. His search for immortality seemed fruitless, and in desperation he summoned his acolytes to him, and began to forge a dark, forbidden spell.

When his twelve acolytes, each a mighty sorcerer in their own right, arrived at his tower, they walked straight into his trap, and he tore their souls from their lifeless forms. The trade of life amongst those that wield magic was not uncommon, but he had taken much more, and in the process ensured that their souls would never be able to pass on to the next world. The enchantment transformed him, turning him into a monster that all life abhorred. For three weeks he devastated the countryside, stealing the life-force of hundreds of innocents before he was finally stopped by the armies of a nearby lord. His twisted body, trapped between life and death, was sealed within a dark tomb deep within the mountains, where it was hoped he would remain for all eternity. Alas, it was not to be.

Centuries passed, and the tale of Amârthanór was all but lost to the mists of time, until a young mage by the name of Elandorr read of the ancient sorcerer within a dusty tome concealed in the library of his master. Learning of Amârthanór's power, he decided to seek out his tomb and attempt to learn the secrets of the great sorcerer. After a long journey, Elandorr found the tomb, and destroyed the enchantments that sealed it, freeing the imprisoned Amârthanór. Centuries of imprisonment within the enchanted prison had devastated his form, leaving him with the appearance of a desiccated corpse. Although tempted to simply drain Elandorr's soul, he instead complied with the wishes of the young mage, teaching him powerful magicks beyond anything he had ever dreamed of. As Elandorr continued to learn from Amârthanór, he was slowly ensnared by the powerful sorcerer, and bound to his dark will.

When Elandorr grew close to death, drained by all the magic he had learned, he demanded to know the secret to Amârthanór's survival. Together, they travelled to the castle of his former master, which had since been transformed into a school for aspiring magi. Elandorr drained the souls of twelve of the students, transforming him into a being similar to Amârthanór, whilst his new master consumed the souls of every living thing within the castle, transforming him into an even more horrifying creature that rivalled the legendary giants in size.

Together, they turned the castle into their new lair, kidnapping the inhabitants of nearby villagers and turning them into mindless slaves that continued to serve their masters even after their flesh had rotted away. Soon, their reputation drew other dark wizards to them, and although many of them lost their minds and became slaves, a few shed their physical forms, becoming the first Incorporeal Undead. Although unable to use magic, they were now nigh unkillable and serve as the lieutenants of their dark lords.

RP Examples:
  • This is probably the best one.

Do Not Remove, for finding apps:
#dwarvesforthedwarves
Last edited by Achaii Xaaphere on Sat Jan 30, 2016 12:47 am, edited 3 times in total.

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The Lightsworn Vale
Lobbyist
 
Posts: 12
Founded: Jan 29, 2016
Ex-Nation

Postby The Lightsworn Vale » Fri Jan 29, 2016 8:01 pm

Nation Name: The Lightsworn Vale
Player Name (If different from Nation Name): This is a puppet of Aeiouia, as that flag might indicate.
Population (no greater than 200,000): 253
Race(s) and Description:

Roughly half of The Vale's population consists of what remains of the Giant race. While being naturally immortal and obviously extremely physically intimidating, the Giants are unable to reproduce at the rates needed to replenish their people lost to war and famine. Giants are rather magically-inept. Meaning that only very few cast spells on a regular basis. Ususally, these spells are used to apply enchantments to machines or weapons.

To make up for their rare use of spells, the Giants have become master craftsmen. Creating complex steam-driven machines, automatons, and advanced weaponry like crossbows. Despite their massive size, Giants tend to prefer to stick to ranged combat with these weapons. In battle, Giants wear ornate steam power-assisted suits of clockwork armor. While providing great protection and increasing a Giant's already incredible strength, these machines are bulky even for the massive beings due to the large furnaces needed for their operation.

The other half of the Vale's population consists of a group of advanced clockwork golems, called The Successors. Formed out of desperation by the rapidly-dwindling Giant population, these utterly colossal spider-like automatons are given life by having one or sometimes more Giants magically sacrifice themselves for their creation. As the name suggests, these beings are intended to carry on the legacy of the Giants once they all perish, and are considered to be full-fledged citizens.

While the sacrifice of an immortal giant does grant the machines similar immortality, the memories and mind of the giant that died is in no way saved or "Transferred" to the automaton. As a result, the remaining Giants currently task themselves with educating The Successors on everything that their race has learned.

(Territory Claim)

Government Style (if Applicable): Republic
Leaders: To be decided but probably some kind of Mia Utopia expy
Allies (if other players agree): N/A
Enemies: N/A
Brief History: To be written.
RP Examples:

  • - Olber III
  • - Imperialist Space
  • - The Portugal 28XX War

Do Not Remove, for finding apps:
#dwarvesforthedwarves
Last edited by The Lightsworn Vale on Fri Jan 29, 2016 8:24 pm, edited 6 times in total.

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Cirria (Ancient)
Civilian
 
Posts: 1
Founded: Jan 29, 2016
Ex-Nation

Postby Cirria (Ancient) » Fri Jan 29, 2016 8:02 pm

Tag, expect an app soon.

This is the Devourer by the way.

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Elamaris
Spokesperson
 
Posts: 108
Founded: Jan 29, 2016
Ex-Nation

Postby Elamaris » Fri Jan 29, 2016 8:50 pm

Achaii Xaaphere wrote:
Nation Name: Achaii Xaaphere
Player Name (If different from Nation Name): This is the nation that will be used, but my main is Acheronis
Population (no greater than 200,000): 10,000
Race(s) and Description: Achaii Xaaphere (The People of Xaaphere) is primarily inhabited by the undead, corpses that have been restored to a semblance of life by magic and the spirits of long dead beings. Physical Undead, such as zombies, skeletons, and other such beings, are extraordinarily difficult to kill, are capable of fighting even after suffering wounds that would slay a mortal outright, such as decapitation. Incorporeal Undead, such as wraiths, phantoms and revenants, can pass through physical matter and can only be slain by enchanted weapons or magic, and their deaths are almost never permanent. Few Incorporeal Undead exist, and they act as the rulers of Xaaphere.

The only other peoples of note are the magic wielding Necromancers of Xaaphere, mortal beings from various races who act as the slaves of the Incorporeal Necrocrats, sacrificing their life-force for their masters. They also can also channel their magical abilities into other tasks, such as combat and the animation of constructs.

Government Style (if Applicable): Necrocracy
Leaders: not sure yet.
Allies (if other players agree): N/A
Enemies: N/A
Brief History: To be created
RP Examples:
  • This is probably the best one.

Do Not Remove, for finding apps:
#dwarvesforthedwarves


Accepted. Before you posted this I had actually considered a race that could only be created via magic, but perpetuated itself by enslaving people and forcing them to give up their own life. Glad to see that someone else thought that was a cool idea.

The Lightsworn Vale wrote:
Nation Name: The Lightsworn Vale
Player Name (If different from Nation Name): This is a puppet of Aeiouia, as that flag might indicate.
Population (no greater than 200,000): 253
Race(s) and Description:

Roughly half of The Vale's population consists of what remains of the Giant race. While being naturally immortal and obviously extremely physically intimidating, the Giants are unable to reproduce at the rates needed to replenish their people lost to war and famine. Giants are rather magically-inept. Meaning that only very few cast spells on a regular basis. Ususally, these spells are used to apply enchantments to machines or weapons.

To make up for their rare use of spells, the Giants have become master craftsmen. Creating complex steam-driven machines, automatons, and advanced weaponry like crossbows. Despite their massive size, Giants tend to prefer to stick to ranged combat with these weapons. In battle, Giants wear ornate steam power-assisted suits of clockwork armor. While providing great protection and increasing a Giant's already incredible strength, these machines are bulky even for the massive beings due to the large furnaces needed for their operation.

The other half of the Vale's population consists of a group of advanced clockwork golems, called The Successors. Formed out of desperation by the rapidly-dwindling Giant population, these utterly colossal spider-like automatons are given life by having one or sometimes more Giants magically sacrifice themselves for their creation. As the name suggests, these beings are intended to carry on the legacy of the Giants once they all perish, and are considered to be full-fledged citizens.

While the sacrifice of an immortal giant does grant the machines similar immortality, the memories and mind of the giant that died is in no way saved or "Transferred" to the automaton. As a result, the remaining Giants currently task themselves with educating The Successors on everything that their race has learned.

(Territory Claim)

Government Style (if Applicable): Republic
Leaders: To be decided but probably some kind of Mia Utopia expy
Allies (if other players agree): N/A
Enemies: N/A
Brief History: To be written.
RP Examples:

  • - Olber III
  • - Imperialist Space
  • - The Portugal 28XX War

Do Not Remove, for finding apps:
#dwarvesforthedwarves


Accepted. Lol, 253 people.
Last edited by Elamaris on Fri Jan 29, 2016 8:50 pm, edited 1 time in total.

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Achaii Xaaphere
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Posts: 16
Founded: Jan 29, 2016
Ex-Nation

Postby Achaii Xaaphere » Fri Jan 29, 2016 10:12 pm

Just to clarify, Xaaphere is inhabited by roughly 6/10 Undead, and 4/10 Living, of whom 3/8 are competent magic users. Most undead don't have magic, although things like wraiths cause dread and despair amongst nearby lifeforms. The only undead that do use magic are Liches, of whom there are 13. And most Physical Undead lack sapience, serving as grunts.
Last edited by Achaii Xaaphere on Fri Jan 29, 2016 10:28 pm, edited 1 time in total.

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Tinfect
Negotiator
 
Posts: 5235
Founded: Jul 04, 2014
Democratic Socialists

Postby Tinfect » Fri Jan 29, 2016 10:59 pm

I accidentally the wrong Nation.
Last edited by Tinfect on Fri Jan 29, 2016 11:02 pm, edited 1 time in total.
Raslin Seretis, Imperial Diplomatic Envoy, He/Him
Tolarn Feren, Civil Oversight Representative, He/Him
Jasot Rehlan, Military Oversight Representative, She/Her


Bisexual, Transgender (She/Her), Native-American, and Actual CommunistTM.

Imperium Central News Network: EMERGENCY ALERT: ALL CITIZENS ARE TO PROCEED TO EVACUATION SITES IMMEDIATELY | EMERGENCY ALERT: ALL FURTHER SUBSPACE SIGNALS AND SYSTEMS ARE TO BE DISABLED IMMEDIATELY | EMERGENCY ALERT: THE FOLLOWING SYSTEMS ARE ACCESS PROHIBITED BY STANDARD/BLACKOUT [Error: Format Unrecognized] | Indomitable Bastard #283
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The Order of the Eclipse
Bureaucrat
 
Posts: 61
Founded: Nov 04, 2015
Ex-Nation

Postby The Order of the Eclipse » Fri Jan 29, 2016 11:02 pm

Nation Name: The Order of the Eclipse
Player Name (If different from Nation Name): Tinfect
Population (no greater than 200,000):187,350
Race(s) and Description: Human: You know what these are.
Dragonborn: D&D Style, not Elder Scrolls style. Still not actually related to Dragons. Have naturally short lifespans, and are thus unsuited for the use of Magic. Don't breathe fire, despite what they can do in D&D.
Chimera: Magical Abominations of varying composition. Created ritualistically as part of the Order's 'Research'.
Construct: Magical Constructs of varying class. Created ritualistically as part of the Order's 'Research'.
Elves: Rare, but highly valued by the Order for their long lifespans.
Government Style (if Applicable): Theocratic Magikocracy.
Leaders:
Archon - Savis Relan [Eclipse Prime Archon]
Archon - Tevik Ulanter [Sunlight Prime Archon]
Archon - Sener Lianvyr [Moonlight Prime Archon]
Valus - Rasktalen [Keeper of Dragons]
Allies (if other players agree): None to start.
Enemies: Heretics.
Brief History: The Order of the Eclipse. A religion centered around Magic, one that once stood for centuries. Fallen to ruin long before the promised day. But their work was not lost, for the ancient Citadel still stood, a crumbling ruin of towers and chapels, battered by the harsh winds of the sea. And so it waited for one worthy to comprehend its purity. The passing of the ages rending the order even from Memory, as the Ruins stood and crumbled. Thus came an explorer, a plunderer of Ruins and Tombs. The Immortal found the secrets long lost to time. Power unimaginable, deeds unthinkable, truth unknowable. The Archon Talandar was born in an instant. Armed with the power of the Order, the first of the New Archons left the Ruins to time once more, their purpose now served. And so he went north, to the city of Kelvan. The unenlightened had dared to fashion themselves a state, yet their people lived in squalor, without the order to guide them, they were nearly as beasts. The city was to fear him, and so the wall was brought down with a word. And he felt death seize his soul, and he did not cease. The Guard was brought to his will with a thought, and so he felt death's grip grow tighter, and still his work was not complete. The Archon Talandar marched onward to the Keep. His words brought the walls to dust. And with his last breath before falling to the void, ripped asunder the Heretic King.

The Archon did not allow the work of the Order to be lost. His thought and will, guided to the faithful by him in life, guided the Order to power. The Dragon Tribes, were brought to heel by the Valus Maron, for his will saw their heretic leader entombed in crystal. And so they too joined the new order. The people of the East, consumed in their sin, fell to the Dragon's show of faith. And so the Order returned to its history. To secure the ancient sacred lands. To the Land south, the ancient citadel. The Unfaithful feared the Order, and so turned them from their city. And so the Unfaithful were brought to heel. The three Valus, Marten, Maron, and Fervis, rendered themselves unto death, to bring the Unfaithful from Sin. And so the Unfaithful were brought to repentance. The Citadel was claimed by the Order, its ancient power now safe within the Order.

Years pass. The Knowledge of old, sits secure within the Moonlight Chapel. The Faithful howl for the blood of Heretics. The Dragons yearn for the righteous war. The Archons burn with truths unknowable. The Crusade is upon us. Those of the world without the light of the Order shall be brought into the Truth, or be returned to the void. This is as foretold.
RP Examples:
  • dude you've been in practically all of them

Do Not Remove, for finding apps:
#dwarvesforthedwarves
Last edited by The Order of the Eclipse on Wed Feb 24, 2016 12:40 am, edited 1 time in total.

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Tinfect
Negotiator
 
Posts: 5235
Founded: Jul 04, 2014
Democratic Socialists

Postby Tinfect » Fri Jan 29, 2016 11:08 pm

Raslin Seretis, Imperial Diplomatic Envoy, He/Him
Tolarn Feren, Civil Oversight Representative, He/Him
Jasot Rehlan, Military Oversight Representative, She/Her


Bisexual, Transgender (She/Her), Native-American, and Actual CommunistTM.

Imperium Central News Network: EMERGENCY ALERT: ALL CITIZENS ARE TO PROCEED TO EVACUATION SITES IMMEDIATELY | EMERGENCY ALERT: ALL FURTHER SUBSPACE SIGNALS AND SYSTEMS ARE TO BE DISABLED IMMEDIATELY | EMERGENCY ALERT: THE FOLLOWING SYSTEMS ARE ACCESS PROHIBITED BY STANDARD/BLACKOUT [Error: Format Unrecognized] | Indomitable Bastard #283
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Achaii Xaaphere
Lobbyist
 
Posts: 16
Founded: Jan 29, 2016
Ex-Nation

Postby Achaii Xaaphere » Fri Jan 29, 2016 11:12 pm

I was planning on claiming the castle in the northeastern mountains and the surrounding area but don't have access to image editing software right now, and it would be much appreciated if someone could circle it for me.

User avatar
Tinfect
Negotiator
 
Posts: 5235
Founded: Jul 04, 2014
Democratic Socialists

Postby Tinfect » Fri Jan 29, 2016 11:17 pm

Achaii Xaaphere wrote:I was planning on claiming the castle in the northeastern mountains and the surrounding area but don't have access to image editing software right now, and it would be much appreciated if someone could circle it for me.


Will the Red area here do?

In case anyone is confused, mine is the Black area.
Raslin Seretis, Imperial Diplomatic Envoy, He/Him
Tolarn Feren, Civil Oversight Representative, He/Him
Jasot Rehlan, Military Oversight Representative, She/Her


Bisexual, Transgender (She/Her), Native-American, and Actual CommunistTM.

Imperium Central News Network: EMERGENCY ALERT: ALL CITIZENS ARE TO PROCEED TO EVACUATION SITES IMMEDIATELY | EMERGENCY ALERT: ALL FURTHER SUBSPACE SIGNALS AND SYSTEMS ARE TO BE DISABLED IMMEDIATELY | EMERGENCY ALERT: THE FOLLOWING SYSTEMS ARE ACCESS PROHIBITED BY STANDARD/BLACKOUT [Error: Format Unrecognized] | Indomitable Bastard #283
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Elamaris
Spokesperson
 
Posts: 108
Founded: Jan 29, 2016
Ex-Nation

Postby Elamaris » Fri Jan 29, 2016 11:20 pm

Tinfect wrote:
Achaii Xaaphere wrote:I was planning on claiming the castle in the northeastern mountains and the surrounding area but don't have access to image editing software right now, and it would be much appreciated if someone could circle it for me.


Will the Red area here do?

In case anyone is confused, mine is the Black area.


I believe Achaii meant the White part of the mountains, I'm already editing it into the official map.

User avatar
Tinfect
Negotiator
 
Posts: 5235
Founded: Jul 04, 2014
Democratic Socialists

Postby Tinfect » Fri Jan 29, 2016 11:21 pm

Elamaris wrote:
Tinfect wrote:
Will the Red area here do?

In case anyone is confused, mine is the Black area.


I believe Achaii meant the White part of the mountains, I'm already editing it into the official map.


Oh. Well, I tried.
Raslin Seretis, Imperial Diplomatic Envoy, He/Him
Tolarn Feren, Civil Oversight Representative, He/Him
Jasot Rehlan, Military Oversight Representative, She/Her


Bisexual, Transgender (She/Her), Native-American, and Actual CommunistTM.

Imperium Central News Network: EMERGENCY ALERT: ALL CITIZENS ARE TO PROCEED TO EVACUATION SITES IMMEDIATELY | EMERGENCY ALERT: ALL FURTHER SUBSPACE SIGNALS AND SYSTEMS ARE TO BE DISABLED IMMEDIATELY | EMERGENCY ALERT: THE FOLLOWING SYSTEMS ARE ACCESS PROHIBITED BY STANDARD/BLACKOUT [Error: Format Unrecognized] | Indomitable Bastard #283
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Elamaris
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Posts: 108
Founded: Jan 29, 2016
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Postby Elamaris » Fri Jan 29, 2016 11:32 pm

Official Region now established:
https://www.nationstates.net/region=hiladroth

To store all your FanT puppets in.

Time to start work on a factbook now.

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Achaii Xaaphere
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Posts: 16
Founded: Jan 29, 2016
Ex-Nation

Postby Achaii Xaaphere » Fri Jan 29, 2016 11:37 pm

Elamaris wrote:
Tinfect wrote:
Will the Red area here do?

In case anyone is confused, mine is the Black area.


I believe Achaii meant the White part of the mountains, I'm already editing it into the official map.

Yes, I probably should have clarified that.

Also, I'm fairly certain Exci can somehow read my mind, seeing as the bit we occupy is almost exactly how I imagined it.

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Elamaris
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Posts: 108
Founded: Jan 29, 2016
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Postby Elamaris » Sat Jan 30, 2016 12:37 am

The Order of the Eclipse wrote:
Nation Name: The Order of the Eclipse
Player Name (If different from Nation Name): Tinfect
Population (no greater than 200,000):187,350
Race(s) and Description: Human: You know what these are.
Dragonborn: D&D Style, not Elder Scrolls style. Still not actually related to Dragons. Have naturally short lifespans, and are thus unsuited for the use of Magic. Don't breathe fire, despite what they can do in D&D.
Chimera: Magical Abominations of varying composition. Created ritualistically as part of the Order's 'Research'.
Construct: Magical Constructs of varying class. Created ritualistically as part of the Order's 'Research'.
Elves: Rare, but highly valued by the Order for their long lifespans.
Government Style (if Applicable): Theocratic Magikocracy.
Leaders:
Archon - Savis Relan [Head of the Order]
Archon - Tevik Ulanter [Keeper of the Masses]
Valus - Rasktalon [Keeper of the Dragons]
Allies (if other players agree): None to start.
Enemies: Heretics.
Brief History: The Order of the Eclipse. A religion centered around Magic, one that once stood for centuries. Fallen to ruin long before the promised day. But their work was not lost, for the ancient Citadel still stood, a crumbling ruin of towers and chapels, battered by the harsh winds of the sea. And so it waited for one worthy to comprehend its purity. The passing of the ages rending the order even from Memory, as the Ruins stood and crumbled. Thus came an explorer, a plunderer of Ruins and Tombs. The Immortal found the secrets long lost to time. Power unimaginable, deeds unthinkable, truth unknowable. The Archon Talandar was born in an instant. Armed with the power of the Order, the first of the New Archons left the Ruins to time once more, their purpose now served. And so he went north, to the city of Kelvan. The unenlightened had dared to fashion themselves a state, yet their people lived in squalor, without the order to guide them, they were nearly as beasts. The city was to fear him, and so the wall was brought down with a word. And he felt death seize his soul, and he did not cease. The Guard was brought to his will with a thought, and so he felt death's grip grow tighter, and still his work was not complete. The Archon Talandar marched onward to the Keep. His words brought the walls to dust. And with his last breath before falling to the void, ripped asunder the Heretic King.

The Archon did not allow the work of the Order to be lost. His thought and will, guided to the faithful by him in life, guided the Order to power. The Dragon Tribes, were brought to heel by the Valus Maron, for his will saw their heretic leader entombed in crystal. And so they too joined the new order. The people of the East, consumed in their sin, fell to the Dragon's show of faith. And so the Order returned to its history. To secure the ancient sacred lands. To the Land south, the ancient citadel. The Unfaithful feared the Order, and so turned them from their city. And so the Unfaithful were brought to heel. The three Valus, Marten, Maron, and Fervis, rendered themselves unto death, to bring the Unfaithful from Sin. And so the Unfaithful were brought to repentance. The Citadel was claimed by the Order, its ancient power now safe within the Order.

Years pass. The Knowledge of old, sits secure within the Moonlight Chapel. The Faithful howl for the blood of Heretics. The Dragons yearn for the righteous war. The Archons burn with truths unknowable. The Crusade is upon us. Those of the world without the light of the Order shall be brought into the Truth, or be returned to the void. This is as foretold.
RP Examples:
  • dude you've been in practically all of them

Do Not Remove, for finding apps:
#dwarvesforthedwarves


Ah, I suppose I should say I accept.

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The Lightsworn Vale
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Posts: 12
Founded: Jan 29, 2016
Ex-Nation

Postby The Lightsworn Vale » Sat Jan 30, 2016 1:31 am

Achaii Xaaphere wrote:
Elamaris wrote:
I believe Achaii meant the White part of the mountains, I'm already editing it into the official map.

Yes, I probably should have clarified that.

Also, I'm fairly certain Exci can somehow read my mind, seeing as the bit we occupy is almost exactly how I imagined it.


Unfortunately, Exidium did not see the part of the map that I claimed earlier, and it looks like we both claimed the same castle. I think that I can probably move, however.
Last edited by The Lightsworn Vale on Sat Jan 30, 2016 1:33 am, edited 1 time in total.

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Elamaris
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Posts: 108
Founded: Jan 29, 2016
Ex-Nation

Postby Elamaris » Sat Jan 30, 2016 9:19 am

The Lightsworn Vale wrote:
Achaii Xaaphere wrote:Yes, I probably should have clarified that.

Also, I'm fairly certain Exci can somehow read my mind, seeing as the bit we occupy is almost exactly how I imagined it.


Unfortunately, Exidium did not see the part of the map that I claimed earlier, and it looks like we both claimed the same castle. I think that I can probably move, however.


This is true. Now you two will decide which will take the frozen castle and which one will move farther south to the territory Tinfect highlighted earlier.

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The Lightsworn Vale
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Posts: 12
Founded: Jan 29, 2016
Ex-Nation

Postby The Lightsworn Vale » Sat Jan 30, 2016 3:03 pm

I will move south and take the one hex with the castle on it there.

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Elamaris
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Posts: 108
Founded: Jan 29, 2016
Ex-Nation

Postby Elamaris » Sat Jan 30, 2016 7:10 pm

The Lightsworn Vale wrote:I will move south and take the one hex with the castle on it there.


There. I gave you a bit more land than one hex, but I thought it would be a bit unrealistic for a race of giants (even only 200 of them) to live in only 20 square kilometers.

Also, the territory is easier to see on a map this way.

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Volkihan
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Posts: 106
Founded: Sep 19, 2015
Ex-Nation

Postby Volkihan » Sat Jan 30, 2016 7:26 pm

Quick enquiry: I have been seeking a FanT region for an eternity now, and I believe my search has been fulfilled, but I do not possess a role-playing exemplar. Can I compose a short example to suffice for my lack?

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Elamaris
Spokesperson
 
Posts: 108
Founded: Jan 29, 2016
Ex-Nation

Postby Elamaris » Sat Jan 30, 2016 7:29 pm

Volkihan wrote:Quick enquiry: I have been seeking a FanT region for an eternity now, and I believe my search has been fulfilled, but I do not possess a role-playing exemplar. Can I compose a short example to suffice for my lack?


Yes, indeed. Glad to see you take interest.

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